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Zat Earthshatter
Osmon Surveillance Caldari State
304
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Posted - 2013.01.13 18:27:00 -
[1] - Quote
I only find one issue with clone counts: When you hit 0 reserves remaining, don't you still have a team full of clones, you know, Alive and fighting? Once that count hits 0, any who are still alive should be able to keep fighting, just without being able to respawn anymore (no clones in reserve). That way, we can fight to the last man/woman! |
Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2013.01.13 19:30:00 -
[2] - Quote
Roy Ventus wrote: In Low-Sec or Null-Sec maybe such restrictions would be worked out between the factions. E.G. A major district is being fought over so Corp A and Corp B negotiate a Clone Reserve limit of 250 for a Skirmish where there is only one major point to fight over. Maybe this would be better suited for Low-Sec as I'd imagine Null-Sec would probably be even more riskier with no Clone Reserve Restrictions for the missions like what happened in the Tourney in the last rounds I believe...? No Clone Reserve Restrictions would be incredibly risky because there is no negotiated "roof" for asset lost and the battle will only be one when a team withdraws or when the battle is actually lost. I digress.
*light bulb* One thing about DUST soldiers is, we use a lot more clones than capsuleers do. Enough so that they can't just grow 'em inside a dropsuit on-site, they probably have to be specially transported. Also, remember how one of our maps is a biomass facility? Our clones should probably have to be mass-produced at special PI facilites, likely on a Temperate world where there's more of the materials required for such feats. This way, you aren't just using up some arbitrary number that is either set or bought, you are actually using a resource that players put effort into, giving the fight more impact.
Clones PI production list: (processed raw materials) Biomass Oxygen Proteins Electrolytes |
Zat Earthshatter
Osmon Surveillance Caldari State
304
|
Posted - 2013.01.14 02:27:00 -
[3] - Quote
Maken Tosch wrote:
I want to stab the 'X' number of people who liked your post with my nova knife for +1-ing your idea. This is a terrible idea for skirmish and it's useless and pointless even for ambush given that the last player will simply hide and ride out the remaining time on the clock.
Ok, maybe I didn't finish the idea. How about, once the count hits 0, the timer drops to 30s. They get that amount of time to fight just in case they were winning the Skirmish match requirements while expending troops faster. If they all die, other side wins. If the timer runs out. other side wins. If their victory condition (destroyed MCC, or the attacker condition) is filled within 30s and before the last soldier dies, THEY win.
I just needed to clarify futher, but I understand why it would sound silly with my first post. |
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